Strategy Guide for Building Outposts in Backyard Monsters
So you've upgraded your map room to level 2 in Backyard Monsters! Congratulations. A whole world of conquest awaits. But where do you start? Everything you need to know about outposts is right here.
What Backyard Monsters Outposts Are Good For
Aside from the obvious - more stuff to build and upgrade after you've maxed out your main base - there are two big advantages to having an outpost in Backyard Monsters:
- More resource harvesters. Each outpost allows you four more twig snappers, pebble shiners, putty squishers, and goo factories. You also get 2 million more storage space for each resource.
Two more hatcheries and one more housing. Extra housing space gives you more room to maneuver if you run out in your main base and need to wiggle things around so you can refill your bunkers, without having to waste goo juicing them. Two additional hatcheries means two more slots to make second attack wave monsters (see How to Attack in Backyard Monsters, previous article in this series). Monsters transfer freely back and forth between any of your outposts and main.
Things To Know Before Conquering A New Yard
After you've upgraded your map room to level 2, the map you see looks completely different. If you're out there early, at a level somewhere in the mid-30s, your main base is probably surrounded by wild monster yards. If you start late, you might be completely surrounded by other people's outposts - so try to get there early to claim the best spots.
What's a good spot? There are two main factors to consider. High elevation camps are easier to defend because all towers have increased range - but your resource harvest rate will be lower. Low elevation camps produce resources faster, but they're much harder to defend. For a first outpost, high elevation makes things easier while you're figuring out how it all works.
You might also consider future expansion strategy. Any spot in range of both your main and an outpost can be attacked with monsters from both camps. You can also move your main to any spot where you have an outpost, though this is expensive - costs 30 million each of twigs, pebbles, and putty.
To conquer another yard, use the same basic offense strategies you were using when your map room was still level 1. Plan where you'll drop your monsters, what monsters you'll drop, what you'll target with your catapult, etc. Plan for a second wave of monsters in case the first wave isn't successful. When you've knocked down enough key enemy buildings (defensive towers and town hall), you'll see an option to take it over.
The first five Backyard Monsters outposts cost 2 million each in twigs, pebbles, and putty to take over. After that, it goes up by an additional 2 million per outpost (4 million for #6, 6 million for #7, etc.). You'll also want enough resources on hand to actually build your new camp.
Backyard Monsters Defense Layout: An Outpost's First Twelve Hours
When you first started playing Backyard Monsters, you had seven days of grace period to build your main camp, during which your top priority was resources. An outpost only gets 12 hours of grace period, and the first wild monster attack happens right after it expires - the very next time you load the camp. Your top priority should be defense.
Assuming you didn't buy any of the starter kits, the outpost camp starts you with one outpost hall and one worker. You can't get more than one worker. In the first hour or so, you can build and upgrade everything that takes 5 minutes or less if you make liberal use of the "Close Enough" speedup (it's free). These include: four of each harvester type to level 2, four cannon towers, four sniper towers, 100 wall blocks, and 20 booby traps.
(Pictured: everything that can be made in the first hour, with holes in the layout reserved for the lasers, teslas, and bunkers.)
After that, several buildings and upgrades each take 15-20 minutes: all harvesters up to level 3, cannon and sniper towers to level 2, a flinger, two hatcheries, and one housing. If you don't have time to sit there doing all that, do as many defensive towers as you can.
You can also build two laser towers and two tesla towers. Each takes 5 hours. You have time to make two of them before the grace period ends.
While you're putting down new buildings, give some thought to your defense layout. The towers and harvesters all have the same size footprint. The flinger and catapult are the same size as the bunkers, so building the flinger (15 minutes) can be helpful while trying to decide where to put the bunkers (6 hours). The key thing to protect is your outpost hall. All of your resources - main and all outposts - are combined together. If enemy monsters get into the outpost hall, they can potentially take everything you have. Try to surround the outpost hall at least two deep with other buildings.
Outpost Build Strategy Post-Grace
In general, you can't actually defend yourself from a determined human opponent who really wants to take your outpost from you. The outpost only allows you 100 wall blocks and 20 booby traps, which limits what you can do with your defense layout. It takes an enormous amount of time and resources to upgrade your defensive towers to a point where they are a serious deterrent - well beyond the 12-hour grace period - and even then, your opponent will still have superior firepower.
By the same token, you can easily take over other people's outposts if they seriously annoy you. The game can quickly turn into a full-fledged war that way. Most players don't want to do that - they just want to build stuff. If you leave them alone, chances are they will also leave you alone.
Thus, when it comes to Backyard Monsters outpost defense, we're talking about wild monster attacks. Each individual outpost has a chance of being attacked every other day or so. Sometimes it'll be a puny force consisting of five Eye-ra and a dozen Bolts, other times you'll get several dozen Brains, or the Project-X and Crabs mix. Unlike in Map Room Level 1, you can't make them go away by destroying wild monster yards - they show up whether they have nearby yards or not.
After you've run out of the 15-20 minute upgrades (see previous page), there's another clump of things to build/upgrade in the 45-minute to 1:15 timeframe - housing to level 2, harvesters to level 4, cannons and snipers to level 3. Beyond that, a catapult takes 3 hours, bunkers take 6 hours, and a yard planner (helps when trying to move booby traps) takes 12 hours.
Outposts in Backyard Monsters: Building to Purpose
What you build depends on what you plan to do with the outpost. If it's strictly for resource gathering, you won't need anything but towers, bunkers, and harvesters. Upgrade your wall blocks to level 3 (metal), your cannons and snipers to level 4, and your lasers and teslas to level 2. By that point wild monsters should stop being a problem, and higher than that it gets prohibitively expensive.
Defensive towers are inactive while being upgraded. To minimize damage from wild monster attacks, avoid loading the camp while the worker is working - idle outpost workers are visible from the map. If you must look, move the towers to the back of the camp before you start. Wild monsters usually (but not always) attack either from the bottom right or bottom left, rarely from the top.
For a more general purpose outpost, also build the housing for the extra monsters storage space, and maybe a hatchery or two for the extra speed at monster-making. That is, five hatcheries in your main means you can make five DAVEs in an hour, while an extra two hatcheries in an outpost means seven DAVEs in the same hour.
If the outpost is in a strategic location for attacking other yards, for example if you're farming wild monster yards for their resources, you'll want to upgrade your housing to at least level 3 (can hold two DAVEs), and invest in upgrades for the flinger, catapult, and maybe the hatcheries. Except for housing, these also make great decoy targets for enemy monsters that attack "anything." Additional options are a hatchery control and juicer.
Wild Monsters vs. Player Outposts
When you destroy and take over a wild monster yard, the outpost you get starts with one outpost hall and nothing else. When you take over a player outpost, however, you inherit everything they had there - including all upgrades to buildings and any monsters queued in the hatcheries. You also inherit their base layout, which can be a pain to rearrange to your own tastes without a yard planner. Otherwise it's the same. You still spend the same 2+ million of each resource, and you still get 12 hours of grace period.
A Downside to Too Many Outposts in Backyard Monsters
Nearly all Facebook games limit how long you can sit around playing in any one session. Either your avatar runs out of energy to do stuff (examples: Gardens of Time, Ravenwood Fair, Bush Whacker), or you have to wait for countdown timers on your farm game crops, restaurant food, etc. Backyard Monsters is similar to other popular realtime strategy games on Facebook (examples: Kingdoms of Camelot, Glory of Rome, Dragons of Atlantis) with timers for building, upgrading, troop training, and resource collection.
However, once you have multiple outposts, each one needs its resources collected, its buildings built or upgraded, its booby traps replaced and bunkers refilled after wild monsters attack, etc. You might find yourself stuck rotating between all your camps for hours at a time. Beware!
Guide to Backyard Monsters
Whether you're starting the game or starting to build outposts, this guide is for you. Learn how to build, how to defend, how to attack, and how to expand.
- Strategy Guide for Backyard Monsters Beginner Players
- Strategy Guide for Building Outposts in Backyard Monsters